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GoldenDarknezz

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GoldenDarknezz

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9 comments

  1. morato271
    morato271
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    How to install this following mod without losing the other fighters already added in Ace Combat 7 I would really appreciate it if a friend could explain it to me. Sorry for the bad writing and English. I learn a lot from everyone at Nexus mod.

    Does this mod allow you to add the F-15D and Su-34K? Sorry for the question.
    1. GoldenDarknezz
      GoldenDarknezz
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  2. sincerity2103
    sincerity2103
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    Nice seeing you're here.

    Edit: Tried it. So, the mods downloaded will be put outside of the Content folder, so one has to make subfolders Content\Paks\~mods inside each mod folder and then drag all the related .PAKs inside that ~mods folder, inside each mods folder.


    The folder structured I ended up making to make sure this add-on is in the ~mods folder.

    It works, when checking with Virtual Explorer, but nonetheless, not an ideal solution to keep making that same folder structure for each mod.

    Preferably, MO2 needs to download all mods directly into the ~mods folder, unless stated otherwise (UE4SS mods, as an example).

    And another thing with MO2 is that it can't handle sorting; users have to do it themselves. Unlike FO4 and Skyrim, where there is .BSA packed files and loose files, you can see loose files conflicting with each other, and loose files will overwrite anything else that's on a .BSA file.

    For ACE7, it's like every single mod is a .BSA file, but they're called .PAK here. Unless we sort them ourselves in the ~mods folder using tildes and putting them in subfolders and such, MO2 wouldn't tell you if there's conflicting files inside the .PAKs, and there's one overwriting the other.
    1. GoldenDarknezz
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      Yeah this is a real simple script for basic support. I am not sure how to fix the manual adjustments yet as that usually worked outta the box with FO4, so I have to open the virtual folder and adjust it every-time. It only really works if a mod author just zips up the .pak file by itself. I've yet to find out how to fix this. Conflicts for sure will remain an issue.

      I digress to say Hi lol, long time no see. :)
    2. sincerity2103
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      It only really works if a mod author just zips up the .pak file by itself.
      Yeah, but, ideally, every mod is installed straight to the ~mods folder.
      As for conflicts, I think it shouldn't be that much of a problem with all of the mods except for add-ons (referring to new aircrafts that uses their own slot). Add-ons will require users' intervention in sorting it out themselves, which can be done thru the virtual folder, but the rest shouldn't be too much of a problem, as long as the users read the instructions to know whether said mod's compatible or incompatible with other mods.
  3. MegalithAce
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    Hello, a pleasure to meet you.
    I do believe this could be sort of helpful, however nobody in the community has used this tool for Ace Combat previously. We'll test and see how it goes, so thank you.

    Also, could you please allow me to modify/add pictures for this? I'll be grateful.
    1. GoldenDarknezz
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      I find it quite useful in all the games that I mod. if mods get updated without me knowing, I can simply right click check for updates. And I usually run hundreds of mods at a time. I think it'd help users like myself likely. And sure, I can do that for you. :)
    2. MegalithAce
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      Indeed, Ive heard of the mod loader previously, mostly used in Bethesda games as far as I know. Just a question though.

      Mods are loaded and placed on the "~mods" folder of the game, mostly located in SteamLibrary\steamapps\common\ACECOMBAT7\Game\Content\Paks, however some users like me have their .pak folders placed in subfolders.

      Also, there is another tool that some modders use called UE4SS, which needs a folder separated from ~mods, called "LogicMods" (still placed in Content/Paks).

      Is it possible to make the script be capable of loading subfolders inside of ~mods?
      Also, is it possible to load the LogicMods as well? 

      PD: I'll see if around those days, I could make a cool design for the mod itself in order to improve its presentation. Thanks once again.
    3. GoldenDarknezz
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      MO2 already supports managing mods in ~mods within the Content\Paks folder by default with this support plugin. It can also handle subfolders seamlessly, however...for some reason it doesn't currently recognize when a mod author places it in a subfolder, so I still need to manually adjust. I am working on why that is as it's a skill issue on my part lol.  As for 'LogicMods,' MO2 can manage those too, as long as they're placed correctly in the Content\Paks directory. You just need to set the right paths in MO2, and it will load everything cleanly without manual adjustments.